Download and data transfer gaming system

ABSTRACT

A download and data transfer gaming system utilizes a hybrid peer-to-peer, segmented file distribution protocol to vastly improve the download capabilities of a gaming system by improving the upload cost burdened by the download host. The system redistributes this cost to the download clients by allowing clients on the gaming system to upload pieces of a file to each other. This system is much more redundant by eliminating the possibility of a client missing a download broadcast. The system alleviates this possibility of missing packets and bad data integrity by using SHA-1 verification of the file pieces. The benefits of the improved bandwidth capabilities enable the download of much larger files, thus enhancing the game play experience.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a related to U.S. Patent application Ser. No.11/740,224, filed Apr. 25, 2007, entitled LOCAL GAME-AREA NETWORK SYSTEMwhich is herein incorporated by reference in its entirety. Thisapplication is related to co-pending U.S. Patent application Ser. No.12/113,153 filed Apr. 30, 2008, entitled DOWNLOAD AND DATA TRANSFERGAMING METHOD.

FIELD

This disclosure relates generally to gaming machine systems and methods.More particularly, this disclosure relates to a gaming systems andmethods that include download and/or data transfer capabilities.

BACKGROUND

Various networked gaming systems have been developed over the yearsbeginning at least in the 1980's. With acceptance and utilization, userssuch as casino operators have found it desirable to increase thecomputer management of their facilities and expand features available onnetworked gaming systems. For instance, there are various areas in themanagement of casinos that is very labor intensive, such asreconfiguring gaming machines, changing games on the gaming machines,and performing cash transactions for customers. In such networked gamingsystems, effective methods of transferring data are becoming increasingimportant.

The most common method by which files are transferred over networks isthe client-server model. In this configuration, a central server sendsthe entire file to each client that requests it. Both HTTP (hyper texttransfer protocol) and FTP (file transfer protocol) function in thismanner. In the client-server model, the clients only speak to the serverand do not speak to each other. A main advantage of client-server modelis its simplicity to configure. Additionally, the files are typicallyalways available since the servers usually are dedicated to the task ofserving. As such, the servers are always on and connected to a network.

However, the client-server model encounters significant problems withdata files that are large or very popular, or both. Otherwise stated, itrequires a large amount of bandwidth and server resources to distributesuch a data file, since the server must transmit the entire file to eachclient. Techniques such as mirroring and load balancing have beenutilized in an attempt to address these shortcomings by distributing theload across multiple servers. Nevertheless, these techniques typicallyrequire a lot of coordination and effort to set up and are not alwaysfeasible.

Another method of transferring files is through peer-to-peer networks.Notable peer-to-peer networks include, by way of example only: Kazaa,Gnutella, Direct Connect, and the like. Typically, in such apeer-to-peer networks, ordinary users trade files by directly connectingone-to-one to other user's computers. An advantage of peer-to-peernetworks is that files can be shared without having access to a properserver. Accordingly, there is little accountability for the contents ofthe files. Typically, a downloading user receives a file from a singlesource (e.g., another user in the peer-to-peer network).

In a peer-to-peer network, the bandwidth problem discussed above issomewhat mitigated since there is a greater chance that a popular datafile will be offered by a larger number of peers. The breadth of filesavailable tends to be fairly good in a peer-to-peer network, althoughthe download speeds for more obscure data files tend to be lower.Another common problem sometimes associated with peer-to-peer network isthe significant protocol overhead for passing search queries amongst thepeers. As a result, the number of peers that one can reach is oftenlimited. Additionally, partially downloaded files are usually notavailable to other peers. The availability of data files is generallydependent on the goodwill of the users, since rules and/or restrictionsregarding send/receive ratios are difficult to enforce.

Another protocol that is designed for transferring files is BitTorrent.BitTorrent is a variation of a peer-to-peer network in which usersconnect to each other directly to send and receive portions of a file.However, unlike a true peer-to-peer network, BitTorrent does utilize acentral server, which is referred to as a tracker, that coordinates theaction of all peers in the network. The tracker only managesconnections. The tracker does not have any knowledge of the contents ofthe files being distributed. Accordingly, a large number of users can besupported with relatively limited tracker bandwidth. A corefunctionality of the BitTorrent protocol is that users are able toupload (transmit outbound) at the same time they are downloading(receiving inbound). In this manner, network bandwidth is utilized withgreat efficiently. Interestingly, BitTorrent functions at anincreasingly higher level of productivity as the number of peopleinterested in a certain file increases, in contrast to other filetransfer protocols.

In one exemplary situation, a group of five editors are sitting around atable who are each trying to get a complete copy of a document. Thefirst editor announces that he has a first subset of the total pages.The third, forth, and fifth editors are each missing some of the pagesin the first subset of the total pages. These editors coordinate suchthat the first editor gives the third, forth, and fifth editors thepages that they are missing. The second editor then announces that hehas a second subset of the total pages. Some of the remaining editorsare missing pages from the second subset of the total pages. Theseeditors coordinate such that the second editor gives the other editorsthe pages that they are missing. The process continues around the tableuntil everyone has announced what pages they have and what pages theyare missing. The editors at the table coordinate to swap pages of thedocument until all the editors have all the pages of the document.

Continuing with this exemplary situation, there is also another personat the table who happens to be the author of the document. This authorhas a complete copy of the document, and thus, does not need any pagesfrom the editors to be sent to him. The author responds to the editorswith pages that none of the editors have at the table. In the beginning,all of the editors must talk to the author to get their first subset oftotal pages. To increase efficiency, the editors should each request andreceive different pages from the author. Very quickly, all of theeditors have most of the pages amongst themselves, even if no editor hasthe whole document. In this manner, the author can distribute thedocument to many editors, without having to give a full copy of thedocument to every editor. In contrast, the author distributes differentpages of the document to different editors who are then able to sharethe document amongst themselves.

A connection link is choked when the BitTorrent client does notcurrently want to send anything on that connection link. A BitTorrentclient signals that it is choked to other clients for a number ofreasons, but the most common is that, by default, a client will onlymaintain a maximum number of active simultaneous uploads to requestingclients. The remaining requesting clients will receive the chokedsignal. The term interested refers to the state of a downloader withrespect to a connection. A downloader is marked as interested if theother end of the link has any pieces that the client wants. Otherwise,the connection is marked as not interested. If a client has not receiveda data file after a certain period (e.g., default: 60 seconds), theclient marks the connection as snubbed, meaning that the peer on theother end has chosen not to send in a while. The function of trackingthis variable is to improve download speeds. Optimistic unchoking occurswhen a client periodically shuffles its list of uploaders and triessending on different connections that were previously choked, andchoking the connections it was just using.

SUMMARY

Briefly, and in general terms, various embodiments are directed to adownload and data transfer gaming method for configuring a gamingnetwork. The gaming network includes at least one host server, atracking server, and a plurality of gaming devices, wherein the gamingdevices are capable of uploading and/or transferring data as well asdownloading data. The gaming method includes: connecting the at leastone host server to the plurality of gaming devices; connecting thetracking server to the plurality of gaming devices; interconnecting theplurality of gaming devices to each other; and identifying a set of datato be distributed, wherein the set of data can be divided into aplurality of different subsets of data; distributing the plurality ofdifferent subsets of data from a host server to a plurality of gamingdevices, wherein none of the plurality of gaming devices receives theentire set of data to be distributed from the host server; andtransferring the plurality of different subsets of data amongst theplurality of gaming devices until all of the gaming devices havereceived the entire set of data, without requiring further assistancefrom the host server; thereby improving the download capabilities of thegaming network by redistributing the burden from the host server to thegaming devices by enabling the gaming devices to upload subsets of datato each other.

In another embodiment, a download and data transfer gaming methodimproves download capabilities of a gaming network by redistributing adownload burden from a host server to a plurality of gaming devices. Thegaming method includes: enabling the gaming devices to upload and/ortransfer subsets of data to each other; identifying a set of data to bedistributed, wherein the set of data can be divided into a plurality ofdifferent subsets of data; distributing the plurality of differentsubsets of data from a host server to a plurality of gaming devices,wherein none of the plurality of gaming devices receives the entire setof data to be distributed from the host server; and transferring theplurality of different subsets of data amongst the plurality of gamingdevices until all of the gaming devices have received the entire set ofdata, without requiring further assistance from the host server.

Other features and advantages will become apparent from the followingdetailed description, taken in conjunction with the accompanyingdrawings, which illustrate by way of example, the features of thevarious embodiments.

BRIEF DESCRIPTION OF THE DRAWING

FIG. 1A-1H illustrate a gaming architecture configuration of thedownload and data transfer gaming system in various sequential stages inwhich a single data file is downloaded/transferred in segments tomultiple gaming devices enabled with a hybrid peer-to-peer, segmenteddata transfer protocol;

FIG. 2 illustrates a gaming architecture configuration implementing thedownload and data transfer gaming system in a WAN lottery-based system;

FIG. 3 illustrates a block diagram of a download and data transfergaming system in accordance with one embodiment;

FIG. 4 illustrates a block diagram of a download and data transfergaming system in accordance with another embodiment; and

FIG. 5 illustrates a block diagram of a download and data transfergaming system in accordance with still another embodiment.

DETAILED DESCRIPTION

Referring now to the drawings, wherein like reference numerals denotelike or corresponding parts throughout the drawings and, moreparticularly to FIGS. 1-2, there are shown various embodiments of asystem for download and data transfer gaming. A preferred embodiment ofthe download and data transfer gaming system 10 is a download-capablegaming system which implements a hybrid peer-to-peer, segmented filedistribution protocol (e.g., BitTorrent). In one embodiment, the system10 uses “Tit-for-Tat” (e.g., prisoner's dilemma strategy, as describedin game theory) as a method of seeking Pareto principle (i.e., 80% ofthe consequences stem from 20% of the causes) based efficiency in thecontext of file distribution.

The download and data transfer gaming system 10 addresses the logisticalfile downloading limitations of existing download capable gamingsystems. The capabilities of the download and data transfer gamingsystem 10 enable the downloading and/or distributing of much largerfiles like complex image files, high-definition video content, OSimages, audio files, and the like to gaming devices 12 in the network.

The download and data transfer gaming system 10 utilizes a hybridpeer-to-peer, segmented file distribution protocol (e.g., BitTorrent) tovastly improve the download capabilities of a gaming system by improvingthe upload cost burdened by the download host. In this manner, downloadand data transfer gaming system 10 redistributes this cost to thedownload clients (e.g., gaming devices 12) by allowing clients on thegaming system to upload pieces of a file to each other. This is unlikethe file broadcast method, since this method is much more redundant byeliminating the possibility of a client missing a download broadcast.The above-described protocol alleviates this possibility of missingpackets and bad data integrity by using SHA-1 verification of the filepieces. The benefits offered by this system are particularly useful tolottery-based gaming systems, which often use slow and sometimesunreliable WAN connections. The download and data transfer gaming system10 is capable of saving up to 90% of network bandwidth used by standardHTTP deliver solutions. The benefits of the improved bandwidthcapabilities enable the download and/or transfer of much larger files togaming devices 12 in the network, thus enhancing the game playexperience.

As utilized in one embodiment of the download and data transfer gamingsystem 10, BitTorrent is a hybrid peer-to-peer file sharing (P2P)communications protocol that is capable of distributing large amounts ofdata to gaming devices 12 in the network without the originaldistributor incurring the entire costs of hardware, hosting andbandwidth resources. Instead, when data is distributed using theBitTorrent protocol in the system 10, each gaming device 12 suppliespieces of the data to newer gaming devices, reducing the cost and burdenon any given individual source, providing redundancy against systemproblems, and reducing dependence on the original distributor (e.g.,server).

In one embodiment of the download and data transfer gaming system 10, aBitTorrent client is any program that implements the BitTorrentprotocol. Each client is capable of preparing, requesting, andtransmitting any type of computer file over a network, using theprotocol. A peer is any gaming device 12 running an instance of aclient. To share a file or group of files, a peer first creates a smallfile called a “torrent.” This file contains metadata about the files tobe shared and about the tracker 14, which is a computer (e.g., server)that coordinates the file distribution. A seed is a computer (e.g.,gaming device, server, and the like) that has a complete copy of acertain torrent. Peers (e.g., gaming devices 12) that want to downloadthe file first obtain a torrent file for it, and connect to thespecified tracker 14, which is a server that tells gaming devices 12from which other gaming devices 12 to download the pieces of the file.

More specifically, in one embodiment of the download and data transfergaming system 10, the tracker 14 is a server on a network that acts tocoordinate the actions of BitTorrent clients. When a gaming device 12opens a torrent, the gaming device contacts the tracker 14 and asks fora list of gaming devices to contact. Periodically throughout thetransfer, the gaming device 12 checks in with the tracker 14 andcommunicates to the tracker how much the gaming device has downloadedand uploaded, how much the gaming device has left before finishing, andthe state the gaming device is in (e.g., starting, finished download,stopping, and the like).

The download and data transfer gaming system 10, which implementsBitTorrent download/transfer methodology, differs from a standardfull-file HTTP request in several fundamental ways. First, BitTorrentmakes many small P2P requests over different TCP sockets, whileweb-browsers typically make a single HTTP GET request over a single TCPsocket. Additionally, BitTorrent typically downloads in a random or in a“rarest-first” approach that ensures high availability, while HTTPdownloads in a sequential manner. Accordingly, a download and datatransfer gaming system 10 that implements BitTorrent is able to achievemuch lower costs, much higher redundancy, and much greater resistance toabuse than a regular HTTP server.

In a typical scenario in which an embodiment of the download and datatransfer gaming system 10 is utilized, the client connects to the one ormore trackers 14 specified in the torrent file. The client then receivesa list of peers currently transferring pieces of the one or more filesspecified in the torrent from the one or more trackers 14. The clientconnects to those gaming devices 12 to obtain the various pieces. Such agroup of gaming devices 12 connected to each other to share a torrent iscalled a swarm. If the swarm contains only the initial seeder (i.e., theserver or gaming device 12 that contained the entire block of data to bedistributed), the client connects directly to it and begins to requestpieces. As gaming devices 12 enter the swarm, they begin to trade pieceswith one another, instead of downloading directly from the seeder. Inone embodiment of the download and data transfer gaming system 10,clients incorporate mechanisms to optimize their download and uploadrates. In one non-limiting example, the gaming devices 12 downloadpieces in a random order to increase the opportunity to exchange data,which is only possible if two gaming devices 12 have different pieces ofthe file. The effectiveness of this data exchange depends largely on thepolicies that clients use to determine to whom to send data. In oneembodiment, clients prefer to send data to gaming devices 12 that senddata back to them (i.e., a “Tit-for-Tat” scheme), which encourages fairtrading.

Some variations of “tit-for-tat” schemes involve a prisoner's dilemmastrategy, as described in game theory. In game theory, the prisoner'sdilemma is a type of non-zero-sum game in which two players may each“cooperate with” or “defect” (i.e., betray) the other player. In thistype of game theory, as in all game theory, the only concern of eachindividual player (i.e., “prisoner”) is maximizing the player's ownpayoff, without any concern for the other player's payoff. Under somegame parameters, the equilibrium for this game is a Pareto-suboptimalsolution. Otherwise stated, rational choice leads the two players toboth “defect,” even though each player's individual reward would begreater if they both played cooperate.

However, in the iterated prisoner's dilemma the game is playedrepeatedly. Thus, each player has an opportunity to “punish” the otherplayer for previous non-cooperative play. Cooperation may then arise asan equilibrium outcome. The incentive to defect is overcome by thethreat of punishment, leading to the possibility of a cooperativeoutcome. Therefore, if the game is infinitely repeated, cooperation maybe a sub-game perfect Nash equilibrium, although both players defectingalways remains an equilibrium. There are many other equilibrium outcomesas well. In one embodiment of the download and data transfer gamingsystem 10, there is Pareto equilibrium. Otherwise stated, 80% of thedata downloads and transfers come from 20% of the gaming devices 12.

Various configurable topologies of the download and data transfer gamingsystem 10 are possible. FIG. 1 represents a simple deployment of thedownload and data transfer gaming system 10 where a single data file isdownloaded/transferred to multiple gaming devices enabled with a hybridpeer-to-peer, segmented data transfer protocol. This example illustratesthe download/transfer of a single file to multiple gaming devices 12where individual pieces of an individual file are transferred in asegmented, pseudo-randomized manner. After the initial file pieces aretransferred from the host, the pieces are individually transferred fromgaming device 12 to a gaming device. This demonstrates how the originalserver (seeder) only needs to send out one copy of the file for all thegaming devices 12 to receive a copy. FIG. 2 represents a possibletopology implementing the download and data transfer gaming system 10 ina WAN lottery-based system.

Referring now to FIG. 3, the networked gaming system may include one ormore gaming networks 22 that each includes a plurality of gaming devices12. In one embodiment, each gaming device 12 contains programming logic,which may be embodied in hardware and/or software to facilitatepresentation of one or more gaming applications, such as games ofchance, to the casino patrons. In one embodiment, each gaming network 22is a Local Area Network (LAN) that spans one or more casinos (orproperty locations of the same or affiliated casinos). The networkedgaming system may further include a back office network 15 that includesa plurality of computers servers that facilitate operation of thenetworked gaming system and its gaming networks 22. The gaming networks22 may be connected to each other and to the back office network 15through a network router 40 and via a broadband, IP-based backbonenetwork 5, such as a Gigabit Ethernet, Asynchronous Transfer Mode(“ATM”) network, or the like.

In one embodiment, the back office network 15 may include variouscomputer servers. For example, an application server 20 provides variouscontent updates for the gaming device 12, as well as facilitatesmonitoring of player wager information, player credits, winning events,and the like. The back office network 15 may further include a billingserver 25, which provides secure credit card processing services forplayers utilizing credit/debit cards at the gaming device 12, as well asother billing and financial services, such as tracking of the cumulativejackpots across several gaming devices 12 and other services. The backoffice network 15 may further include a user authentication server 30that maintains information about casino patrons. This information may beused to monitor patrons' winnings/rewards and to provide variouspersonalized services to the casino patrons. The back office network 15may also include a DHCP Server 35 that provides networking information,such as IP address scope, to the devices in the gaming network 22 usingDynamic Host Configuration Protocol (DHCP), or the like. Theconfiguration of the back office network 15 is not limited to the onedescribed above. Those of skill in the art will appreciate that the backoffice network 15 may include other servers and various network devices,such as routers and bridges, which facilitate operation of the networkedgaming system.

In one embodiment, the networked gaming system may include a networkrouter 40 or a similar networking device, which connects gaming networks22 to the back office network 15 and facilitates data communicationbetween the gaming devices 12 and gaming servers. In one embodiment, therouter 40 may include Cisco Systems® 800 Series routers, Netgear®routers, and the like. The gaming networks 22 may be connected to thenetwork router 40 using, for example, wired IEEE 802.3 connections (alsoknown as Ethernet), wireless IEEE 802.11 interface (also known as Wi-Fi)or similar IP-based network interfaces. In one embodiment, the router 40may be configured based on information provided by the DHCP server 35during system startup. In another embodiment, the router 40 may bemanually configured by the system administrator. By way of example only,and not by way of limitation, the router 40 may be configured to assignIP addresses to be used by the gaming machines 12 in each gamingnetworks 22. Additionally, the router 40 may be configured to providevarious network and device configuration information to the gamingdevices 12, such as gateway server location, network addresses, clocksynchronization information, content updates and other services.Furthermore, the network router 40 may be configured to route datapackets between gaming devices 12 and back office network servers usingrouting tables stored therein. Generally, the router 40 facilitatescommunication between devices within each gaming network 22 and networkdevices external to a given gaming network.

As depicted in FIG. 4, the gaming network 22 may include a networkswitch 45 and a plurality of gaming devices 12 connected thereto. Thegaming devices 12 may be physically or logically distributed between oneor more casinos based on the type of its gaming applications,manufacturers or other parameters known to those of skill in the art.The gaming devices 12 may also be physically organized into a LAN orlogically into one or more Virtual LANs (“VLAN”). In one embodiment,each gaming device 12 contains programming logic, which may be embodiedin the hardware and/or software, to facilitate presentation of gamingapplications to the casino patrons. In one embodiment, a single gamingdevice 12 may provide several different gaming applications. In anotherembodiment, a gaming application may run across several gaming devices12 within a single gaming network 22. The gaming device 12 may executevarious gaming applications, such as video slots, mechanical slots,video poker, video blackjack, video keno, video bingo, video pachinko,as well as computerized table games, such as poker, blackjack, craps,roulette, and the like. In one embodiment, the gaming device 12 maycomprise video gaming machines manufactured by Bally Technologies, Inc.or other manufactures.

FIG. 5 illustrates one embodiment of a gaming device 12. As depicted,the gaming device 12 comprises a microprocessor 70 and non-volatilememory 75 that stores one or more gaming applications 80, which are runby the microprocessor 70. The gaming device 12 further includes a videodisplay 85, such as an LCD display, through which the gamingapplications are presented to the casino patrons. The gaming device 12may further include a user input device 90, such as a keyboard orvarious game-specific buttons (e.g., bet one, bet all, and the like). Inone embodiment, the user input device 90 may include a touch screen. Insome embodiments, the touch screen overlays the video display 85. Thegaming device 12 may also include various in-game devices 95, such ascredit card readers, coin and bill acceptors, casino patron cardreaders, and the like. In one embodiment, an in-game device 95 maycomprise an embedded additional user interface (not depicted), such asan IVIEW interface described in the commonly owned U.S. patentapplication Ser. No. 10/943,771, entitled USER INTERFACE SYSTEM ANDMETHOD FOR A GAMING MACHINE, which is incorporated herein by reference.In one embodiment, the gaming device 12 also includes a networkinterface 55 and a serial interface 60, which may be connected to aserial-to-network adapter 65, the purpose of which will be described ingreater detail hereinbelow.

As indicated above, the gaming device 12 comprises network interface 55,such as a network card, which facilitates IP-based communication withother networked devices. In a preferred embodiment, the networkinterface 55 may be operative under the control of the processor 70 tocommunicate with devices external to the gaming network 22, such as backoffice network servers, through network switch 45 and router 40, as willbe described in greater detail below. For example, the network interface55 may be used to download gaming applications or updates thereto fromthe application server 20. The network interface 55 may also be used tocommunicate with the billing server 25 when casino patrons place wagersusing credit or debit cards. In another example, the network interface55 may be configured to communicate with user authentication server 30,which maintains information about casino patrons. This information maybe used to monitor patrons' winnings and rewards and to provide variouspersonalized services to the casino patrons. In yet another example, thenetwork interface 55 may be used by “in game” devices, such as the IVIEWinterface, to communicate with external computer's servers, whichprovide advertisements and promotions-related information that isdisplayed on the IVIEW interface. The network interface 55 may be usedfor other purposes known to those of skill in the art.

As indicated above, the gaming device 12 also includes a serialinterface 60, such as a Universal Serial Bus (USB), FireWire, High-SpeedSerial Interface (HSSI), or the like. In a preferred embodiment, theserial interface 60 may be under the control of the processor 70 andcommunicate with devices internal to the gaming network 22, such asother gaming devices 12. In a particular embodiment, the serialinterface 60 may be dedicated to intra- and inter-game communications,such as communications among gaming applications that run across severalgaming devices 12 in the gaming network 22. For example, the serialinterface 60 may be used by the gaming applications in a progressivenetworked gaming system in which several gaming devices 12 in a gamingnetwork 22 compete for, and contribute to, a single jackpot price. Inthis networked gaming system, the gaming applications 80 may use serialinterface 60 to exchange messages for synchronizing jackpot values,notify each other about winnings, and exchange other game-relatedinformation. In another embodiment, gaming applications 80 maycommunicate through serial interfaces 60 to set up group plays ortournaments across several gaming devices 12. Those of skill in the artwill appreciate that there may be other applications of the serialinterfaces 60.

To facilitate communication between the gaming applications 80 throughthe serial interfaces 60, the gaming devices 12 may be further equippedwith serial-to-network adapters 65. For example, a serial-to-networkadapter may include USB-to-Ethernet adapter, such as Netgear® USB 2.0Fast Ethernet Adapter, or a USB-to-Wireless adapter, such as Lynksys®Wireless-G USB Network Adapter, or other types of adapters known tothose of skill in the art. In one embodiment, the gaming devices 12 maybe connected through their serial interfaces 60 and adapters 65 to anetworking device, such as the aforementioned network switch 45. Inanother embodiment, another networking device, such as a switch or arouter may be used to interconnect gaming devices 12 through theirserial interfaces 60. Furthermore, to communicate through theserial-to-network interfaces, the gaming applications 80 may use acustom network protocol, such as one based on Universal DatagramProtocol (UDP), Transmission Control Protocol (TCP), or other networkprotocols known to those skilled in the art.

Referring again to FIG. 4, in one embodiment the gaming network 22 mayinclude a network switch 45 or a similar networking device thatfacilitates data communication between gaming devices 12 and networkingdevices external to the gaming network 22. To that end, the networkswitch 45 may be connected to the network router 40. The switch 45 maybe implemented as a programmable hardware or software network device,such as a switch, a router, an access point, or the like. In a preferredembodiment, the switch 45 may have an OSI Layer 2 (i.e., data link)and/or Layer 3 (i.e., network layer) switching capability. In addition,the switch 45 may support either a DHCP, BOOTP or similar IP addressdistribution protocol, as is described in greater detail below. In oneembodiment, the in-game switch 60 includes a hardware-based networkswitch that supports DHCP, such as 3Com® 8800 series switches, CiscoSystems® Catalyst switches, Netgear® switches, Lynksys® switches, or thelike. In an alternative embodiment, the in-game switch 60 may beimplemented as a software component stored in the non-volatile memory ofone of the gaming devices 12 in the gaming network 22.

In one embodiment, the network switch 45 may be configured to assign IPaddresses to the network devices connected thereto. The IP addressinformation may be provided to the network switch by the DHCP server 35during system startup according to one embodiment. In anotherembodiment, the switch 45 may be manually configured by the systemadministrator with a default set of IP addresses. More specifically, theDHCP server 35 may transmit an IP address scope to the network switch 45using, for example, DHCP, BOOTP or similar IP address distributionprotocol. From the received IP address scope, the network switch 45 mayassign IP addresses to the network devices connected to the first set ofdata ports and to the network devices connected to the second sets ofdata ports. Alternatively, the network switch may assign default IPaddresses to the network devices connected thereto. Using the assignedIP addresses, the gaming devices 12 may communicate with the externalnetwork devices through the network interfaces 55, and with each otherthrough the serial interfaces 60.

The various embodiments described above are provided by way ofillustration only and should not be construed to limit the claimedinvention. Those skilled in the art will readily recognize variousmodifications and changes that may be made to the claimed inventionwithout following the example embodiments and applications illustratedand described herein, and without departing from the true spirit andscope of the claimed invention, which is set forth in the followingclaims.

1. A download and data transfer gaming system for improving the download capabilities in a gaming environment by redistributing a data transfer burden, the gaming system comprising: a gaming network including at least one host server, a tracking server, and a plurality of gaming devices, wherein the gaming devices are capable of uploading and/or transferring data as well as receiving downloaded data; and a memory device storing a set of data to be distributed, wherein the set of data can be divided into a plurality of different subsets of data; wherein the host server distributes the plurality of different subsets of data to a plurality of gaming devices, and wherein none of the plurality of gaming devices receives the entire set of data to be distributed from the host server; and wherein the plurality of gaming devices distribute the plurality of different subsets of data amongst each other until all of the gaming devices have received the entire set of data, without requiring further assistance from the host server; wherein the file distribution protocol utilizes a data exchange policy that implements an 80-20 rule in which 80% of the data transfers are performed by 20% of the gaming devices.
 2. The system of claim 1, further comprising: a tracking server for tracking the download and data transfer of the set of data to be distributed to each of the plurality of gaming devices.
 3. The system of claim 2, wherein the tracking of the download and data transfer of the set of data to be distributed to each of the plurality of gaming devices comprises tracking only metadata related to the download and data transfer.
 4. The system of claim 1, wherein the file distribution protocol downloads and/or transfers subsets of data using a random distribution.
 5. The system of claim 1, wherein the file distribution protocol downloads and/or transfers subsets of data by prioritizing rarest subsets of data for distribution.
 6. The system of claim 1, wherein the file distribution protocol utilizes a tit-for-tat data exchange policy.
 7. The system of claim 1, wherein the file distribution protocol utilizes a data exchange policy that results in Pareto equilibrium.
 8. The system of claim 1, wherein the file distribution protocol enable the downloading and/or distributing of much larger files than can be managed using HTTP GET requests.
 9. The system of claim 1, wherein the much larger files include complex image files, high-definition video content, OS images, audio files, and combinations thereof.
 10. The system of claim 1, wherein the gaming devices are slot machines.
 11. The system of claim 1, wherein the gaming network is a lottery-based gaming system.
 12. The system of claim 1, wherein the gaming network utilizes one or more WAN connections.
 13. The system of claim 1, wherein the file distribution protocol is more redundant than HTTP GET requests and substantially prevents a gaming device from missing a download broadcast.
 14. The system of claim 1, wherein the file distribution protocol substantially prevents losing packets and bad data integrity by using SHA-1 verification of the plurality of different subsets of data.
 15. A download and data transfer gaming system for improving data distribution capabilities in a gaming environment by reallocating a download burden from a single network device to a plurality of network devices, the gaming system comprising: a gaming network including a tracking server and a plurality of gaming devices, wherein the gaming devices are enabled to transfer subsets of data to each other in addition to being enabled to receive data downloads; a memory device storing a set of data to be distributed, wherein the set of data is segmented into a plurality of different subsets of data, wherein the memory device distributes the plurality of different subsets of data to a plurality of gaming devices, and wherein none of the plurality of gaming devices receives the entire set of data to be distributed from the memory device; and wherein the plurality of gaming devices distribute the plurality of different subsets of data amongst each other until all of the gaming devices have received the entire set of data; wherein the file distribution protocol utilizes a data exchange policy that implements an 80-20 rule in which 80% of the data transfers are performed by 20% of the gaming devices.
 16. The system of claim 15, further comprising: a tracking server for tracking the download and data transfer of the set of data to be distributed to each of the plurality of gaming devices.
 17. The system of claim 16, wherein the tracking of the download and data transfer of the set of data to be distributed to each of the plurality of gaming devices comprises tracking only metadata related to the download and data transfer.
 18. The system of claim 15, wherein the file distribution protocol downloads and/or transfers subsets of data using a random distribution.
 19. The system of claim 15, wherein the file distribution protocol downloads and/or transfers subsets of data by prioritizing rarest subsets of data for distribution.
 20. The system of claim 15, wherein the file distribution protocol utilizes a tit-for-tat data exchange policy.
 21. The system of claim 15, wherein the file distribution protocol utilizes a data exchange policy that results in Pareto equilibrium.
 22. The system of claim 15, wherein the file distribution protocol enable the downloading and/or distributing of much larger files than can be managed using HTTP GET requests.
 23. The system of claim 15, wherein the much larger files include complex image files, high-definition video content, OS images, audio files, and combinations thereof.
 24. The system of claim 15, wherein the gaming devices are slot machines.
 25. The system of claim 15, wherein the gaming network is a lottery-based gaming system.
 26. The system of claim 15, wherein the gaming network utilizes one or more WAN connections.
 27. The system of claim 15, wherein the file distribution protocol is more redundant than HTTP GET requests and substantially prevents a gaming device from missing a download broadcast.
 28. The system of claim 15, wherein the file distribution protocol substantially prevents losing packets and bad data integrity by using SHA-1 verification of the plurality of different subsets of data. 